What can it do?
Lots of things! See the features page for an up-to-date list of the current features. Also, take a look at the screenshots page to see for yourself the kinds of eye candy OGRE can pump out.

Is OGRE A Game Engine?
No. OGRE can be (and indeed has been) used to make games, but OGRE is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, AI, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution.

Why? Well, one reason is that not everyone who needs a 3D engine wants to make games, so we don't assume that you do - you can use OGRE for games, simulations, business applications, anything at all. Secondly, even within the games industry, requirements can vary widely; for
example a MMORPG will need a very different kind of network library than an FPS, and a flight sim will need a different kind of collision / physics system to fighting game. If OGRE included all these features, we would be enforcing a particular set of libraries on you, with an
inbuilt set of assumed requirements, and that's not good design. Instead, we provide a very integration friendly API and let YOU choose the other libraries, if you want them. Many experiened game developers have expressed their approval of this approach, because there are no
inbuilt constraints. It can be more daunting for newer users who just want to build another FPS-style game, but for those people there are a growing number of existing frameworks using OGRE which provide a complete solution using a given combo of libraries; but it's important
to realise that OGRE itself will always remain separate, flexible enough to be incorporated into any of these. The principle is of collaboration and integration with other libraries, rather than
assimilation of them, a standard tenet of component-based design.

Why should I consider using OGRE (rather than the other zillion 3D engines out there)?
Many other engines, whilst technically impressive, lack the cohesive design and the consistent documentation to allow them to be used effectively. Many of them have long features lists, but have the feel of a bunch of tech demos lashed together with twine, with no clear
vision to hold them together. Like any other software system this becomes their downfall as they become larger. Most other engines are also designed for one particular style of game or demo (e.g.
first-person shooters, terrain roamers).

OGRE is different. OGRE is design-led rather than feature-led. Every feature that goes into OGRE is considered throughly and slotted into the overall design as elegantly as possible and is always fully
documented, meaning that the features which are there always feel part of a cohesive whole. Quality is favoured over quantity, because quantity can come later - quality can never be added in retrospect. OGRE uses sound design principles learned, tried and tested many times
in commercial-grade software - the object-orientation mentioned in it's moniker is just one of those approaches - frequent use of design patterns is another. The core development team is kept deliberately small, and all of its members are veteren software engineers with many
years of real-world experience. Patches are welcomed from community, but they undergo a strict review for both quality and cohesion with the Ogre philosophy before being accepted.

OGRE does not assume what type of game or demo you want to make. It uses a flexible class hierarchy allowing you to design plugins to specialise the scene organisation approach taken to allow you to make any kind of scene you like. Want to render indoor levels fast? Fine, use the BSP/PVS plugin scene manager which has already been written. Want an outdoor landscape? Again, use another plugin scene manager. The rest of the engine continues to function exactly as before.

So the short answer is - if you favour design quality, flexibility and clear documentation, choose OGRE. You know it makes sense. ;)

Is it really free?
The Ogre source is made available under the GNU Lesser General Public License (LGPL), which basically means you can use it however you like as long as release the source for changes you make to the core engine if you distribute your product. The source to your application or to new plugins you create does not have to be released (although it would be nice if you did). See the licensing page for full licensing terms.

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Blog RSS Feed Post news Report abuse Related News: FMC Generals: Development Update #001

About Full Metal Combat with 0 comments by Bazerka on Aug 28th, 2015

FMC Generals: Development Update #001


Hello every one, this is the first of many development logs to come. My main hope for them is to get people interested in this project and give me feedback so that I can make this game the best that it can be. Hope you all like what you see.

Whats New:

I got back from a vacation just over a week ago so I have been focusing a lot on getting back in to a routine as well as organizing all of the work I need to do so that I can be as efficient as I can be. So this update is a little light because lists are no fun to show off. How ever I have also been working on the Generals that will be in the game. So far I have drawn 13 out of the 21 that will be in the game, the newest of witch are shown below. In the quick matches all of the Generals with the exception of Jesse will be playable.

PlayerCharacter2 BodyPlayerCharacter7 BodyPlayerCharacter12 BodyPlayerCharacter17 Body

PlayerCharacter3 BodyPlayerCharacter8 BodyPlayerCharacter14 BodyPlayerCharacter18 Body

I have also been working on General Jesse's RIG and support AAUs. He occupies one of the Islands in the main campaign and is a member of the Illuminati. I have completed one of his AAUs so far and that is the Silver Fang shown below.


Finally I have been working on the code and layout for the end of match menu. I have drawn up the graphics as well as started to code the basics but it is still very much a WIP.

FMC Alpha 2015 08 27 08 37 57 14

Whats Next:

- Creating the remaining Generals.

- Finishing Modeling and Texturing General Jesse's RIG

- Coding the End Of Match menu so it shows the winner and match stats.

- Add more visual aids to the matches to show where units are moving and attacking.

Social Media For More Info:

- Facebook.com
- Youtube.com
- Twitter.com
- Instagram.com
- Fullmetalcombat.tumblr.com
- Indiedb.com


Thank you every one for your interest all questions and comments are greatly appreciated, looking forward to talking with you again soon, bye. :)

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Post comment Comments  (0 - 10 of 19)
Forsete Jul 8 2015 says:

This page is awfully devoid of Shrek memes.

+1 vote     reply to comment
Fenimore Jul 14 2012 says:

Why Not Troll Engine?

+4 votes     reply to comment
TheUnabridgedGamer Aug 14 2011 says:

Venetica and Garshap...

Seems like this engine hasn't gotten to be in a title to do well by reviewing standards.

Perhaps sometime soon, it'll be used for something that could be the PC equivalant (in success level) of Uncharted 2?

+2 votes     reply to comment
koburamoe Feb 16 2012 replied:

I dont see how those games getting bad reviews is the graphics engine's fault .
They were DECENT games , for cheap prices decent .

Plus this engine is at least free and open source , unlike the others where in unreal engine 3 you need to buy a full license tog et acces to the source code and modify the engine itself .

Pretty decent for the price : FREE and unlimited acces.

+4 votes     reply to comment
Lex1202 Jun 12 2011 says:

Something is wrong with the info. Since version 1.7, the engine is on an MIT license, not GPL

+5 votes     reply to comment
x3nu May 1 2011 says:

Umm, I'm not sure I follow. If your asking if there is a game engine with quality to that of gamebryo that's free, that would be no, or at least to my knowledge.

If you want to download Ogre, just go to the site.

+2 votes     reply to comment
J.Sheppard Mar 14 2011 says:

The fact that the Ogre software ties into "speed tree" is also helpful it aids us when placing and designing our forested maps that would take a year to complete if you were doing it individually.

+2 votes     reply to comment
x3nu Jan 26 2011 says:

Great engine, i've been testing it and it is capable of producing some decent graphics. Much better than irrlicht or any other open source engine out there.

+2 votes     reply to comment
Mejikojin Apr 25 2011 replied:

How did you download and do you know any easy to use engine with the same level desing as gambryo thats free to download

+4 votes     reply to comment
TheOneandOnly Aug 14 2010 says:

Looks like a very promising graphics solution for any 3D project; remarkably quick tech support from the developers too!

+2 votes     reply to comment
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Released 2005
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